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@@ -7174,7 +7174,10 @@ framebuffer_copy_to_ram(Texture *tex, int view, int z,
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switch (format) {
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switch (format) {
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case Texture::F_depth_stencil:
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case Texture::F_depth_stencil:
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if (_current_properties->get_float_depth()) {
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if (_current_properties->get_float_depth()) {
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+ //NB. In the future we may need a T_float_32_unsigned_int_24_8 format, but
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+ // for now we'll just try to grab the depth component.
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component_type = Texture::T_float;
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component_type = Texture::T_float;
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+ format = Texture::F_depth_component32;
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} else {
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} else {
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component_type = Texture::T_unsigned_int_24_8;
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component_type = Texture::T_unsigned_int_24_8;
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}
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}
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